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[Feature Request] Ability to create SkeletalControl AnimNodes in blueprints.

At the moment creating animated skeletal controllers for AnimBlueprint is too complicated process in C ++, and existing controllers have very small and limited functionality.

It may make sense to create a blueprintable class (like the blueprint library), which can be added to the AnimGraph to the skeleton controller. Such as TwoBoneIK, SplineIK, ModifyBone and another.

Then it will be very simple: created a new skeletal controller class in the library (C ++ or blueprints), create function and input variables and write logic, and you can use it in AnimGraph.

This would be very useful in my opinion.

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asked Sep 20 '17 at 08:36 AM in Blueprint Scripting

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